its going to take 200 cp at 1 cp every 4 or 5 hours....so no we wont be getting back our power anytime soon. and this still doesnt forgive the fact that they made end game raid armor useless. I dont have faith zeni will make the exp any lower to get a cp either....that would go against making it take to long so they can put exp boosters in the cash shop.
Using all the cp points they gave you does not get you close to where you were as a long-playing VR14 in current live. They did not have to push us backwards to reboot the game, and in fact it is contrary to that they told us. Doing so is unnecessary, and hopefully is fixed before it goes live (but I am not holding my breath).
Kudos. This is what I've been trying to say. Either give us more than 70 at the start, or remove the nerf alltogether
I didn't put points into the cp system I wanted a clean comparison as possible. I wanted to compared the live build directly to the PTS one. Obviously puttting points into the passives will improve things. Different people use different passives though. So to get the cleanest comparison of how it translates on a base level...no passives were used.
On the live server I killed a group of mobs. Logged into the PTS, didn't put the points in got wrecked by a grp of mobs. I put the points in and still got wrecked bythe same group of mobs. So without the points the base stats are a nerf. With the points in the base stats are still a nerf. It will require grinding mobs to get my progression back. Why should we put time in grinding mobs for progress we already got and paid for.
SteveCampsOut wrote: »All I want to know is will Doshia be back to the point where I'm required to Kyte at least once during the fight?
Alphashado wrote: »You are going to have to come to terms with the fact that your old build sucks now. It's that simple man. A LOT of old builds are not good anymore. But there are a ton of viable new builds. Just do some research man. Accept the fact that you are going to have to change things around a bit rather than clinging to what clearly doesn't work anymore.
Joe, and I'm honestly not trying to argue, this is what I've found.
Live = VR14 NB - Can solo a pack Welwas in Craglorn easily
PTS = VR14 NB with no points invested - Cannot solo a pack Welwas in Craglorn
PTS = VR14 NB 70 points invested - Can solo a pack Welwas in Craglorn easily
And if I think about it, probably easier than ever before. I used Welwas as they are easy to find and test with in PvE, didn't grind a damn thing, just used my VR14 live toon on the PTS with no changes in anything, apart from the CP that I added.
I'm not a l33t player, I'm an average player with moments of drunken brilliance and that's about it. (apparently, when I'm drunk and TS I'm hillarious, or so I've been told) I'm only a major in PvP and I haven't finished all of Caldwells Gold yet (don't laugh, I haven't...) I play everyday but I'm limited to time spent, sometimes just for 1 hour. Once or twice a week when life doesn't get in the way, I can manage to get 4-5 hours in during an evening and into the night.
Not even close to being a high level, high end player and yet I can see that I'm not nerfed when I spend points, if anything I'm stronger.
myrbostadb16_ESO3 wrote: »
How can this be a good thing??
Because it means the game as a whole might have become more of a challenge for everyone. A lot of people play games to be challenged.
Lithium Flower wrote: »The nerf is extremely disheartening as an end-game PVER but it's not the most alarming thing for me and my guild mates. The Sisyphean grind to make lost power back up with the grind is what is hugely dismaying.
The main criticism of the veteran system and ESO 1.0 was the veteran ranks standing between people at level 50 and the end-game but in retrospect, having a max rank that is reasonably attainable in several weeks, that places you on an equal footing with everyone else is much more new-player friendly than an endless grind that forever separates long time players with new ones.
The rate of CP acquisition should be adjusted downward drastically. 1 hour of normal play is a run of veteran City of Ash for the average player not 1 hour of mob grinding at Spell Scar in a swarm of batpulse.
1 Hour of normal play is no where close to 400,000 xp. It is closer to 50,000 to 100,000 XP, which is what it should take to acquire 1 Champion Point, less with Enlightenment. It takes 1 million points to level 1 veteran rank, how can a system that replaces 14 of those with hundreds upon hundreds possibly encourage new players from joining and leveling. It will make xp boosts, level boosts, champion point bundles and the like inevitable in the Cash Shop as 'conveniences' just to prevent the hemorrhage of players.
Secondly, the new system is very damaging to the player who enjoys role diversity. Currently, what is a wonderfully enjoyable feature of Live is the ability to easily switch from being a tank to being a damage dealer, from magicka to stamina, from burst to DoTs, from PvE to PvP in a few moments by changing gear and skill load out. It's versatile, it's practical, it encourages end-game players from trying out different roles, builds and combinations. It facilitates grouping up with friends and random people and speeds up the process of finding and setting up a group before getting to play together.
The taking away of power from skills and gear and transferring it to the Champion System cripples this versatility. The amount of champion points needed for a current Damage Dealer to get back to current power levels is bad but for someone like me who regularly does more roles, it's twice as bad on my DK and for my Templar it would be three times as bad - and it helps no one. It isn't an "OP-build" issue, it isn't a "facerolling content" issue, it's not a "godmode" issue. It's about logging into the game and being able to play something quickly and not being bored because you can only do one thing. It's about being able to use all the Bind on Pickup rewards you find and not feeling like most of the drops you get for hard content are useless for your character.
What effects me personally the most is not only the nerf, or the intolerable grind looming beyond 1.6, it's the massive reduction of my playing options. I am going to be disqualified for half the groups I can play with now on my DK, two thirds of spots in groups I can fill on my Templar. I won't be able to make use of most of the gear in my bank.
The minimum that must be adjusted before 1.6 becomes live is an increase in the compensation of champion points to at least double or triple currently promised numbers - AT LEAST 150-250 for VR 14s.
In addition a much lower XP cap for gaining 1 CP to a more rational 50-100k is required.
I agree with everything you stated here. However, myself and other players may have a difference of opinion if it's worth the trouble. My previously played stamina sorc build is flat out not good anymore. Can I change to a crushing shock/shield stacking/pet type of build that is viable? Absolutely, but consider what that entails.
Utilizing a play style I don't enjoy and wasn't my intention when rolling the class.
Time intensive leveling of ability and skill lines not previously used.
Purchase of expensive materials for a complete armor makeover.
Time spent relearning my character & retraining my programmed responses.
Maybe that is enjoyable for you, but it sure isn't for me. Especially when it has to be accomplished within the same static pve content that my character has already been treadmilling in for the last 3 months and for almost a year as far as Cyrodiil is concerned.